Magic Items - stacking effects?


Rules Questions

Scarab Sages

Pathfinder Adventure Path Subscriber

Hey guys just wondering if you can make magic items with multiple functions/abilities such as Boot of Fire Resistant Spider Climbing Elvenkind?

Also can you improve magic items that you find? Say you find a +1 sword, can a character with Craft Arms and Armour add Flaming to it? Can a character with a Cloak of Elvenkind had Resistance +2 to it?

Thanks in advance
Reebo


Let me take them in reverse order.

Weapons/Armor. Yes, with a caveat. You can add flaming to the +1 sword by just paying the difference in crafting cost between a +1 and a +2 sword. easy peasy, make your rolls, craft your magic item. The caveat being custom magical items. That's a GM call, since a lot of them are unique enchantments. Same applies to any leveled magic item (for example, bracers of armor, ring of protection, headbands, belts, etc).

To stacking enchantments, yes, you can, with a caveat. The GM has to ok it. That *should* be not a big issue. The magic item crafting rules have the costs for putting multiple enchantments onto a single item.


Put in other words, to make a +1 flamming sword from a +1 sword, treat it as creating a new +1 flaming sword,minus the cost and time for making a +1 sword.
Same thing with upgrading a ring of protection +2 to a ring of protection +3.

If you have an item that does not occupy a space on the body, like boots, armor, or a ring, you can simply add multiple abilities together. A +1 heavy mace that is also a wand of cure light wounds would cost exactly the same as a +1 heavy mace, plus a wand of cure light wounds.

If the item is a ring, boots, helmet, or something like that, adding new magical abilities increases the price for the new ability by +50%.
Boots of fire resistance and spider climbing and elvenkind would cost as much as [(boots of fire resistance) + (boots of spider climbing x 1,5) + (boots of elvenkind x 1,5)]. When you create a new item, starting with the most expensive enchantment first makes the whole thing less expensive then when you start with a cheaper one.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Yora wrote:
If the item is a ring, boots, helmet, or something like that, adding new magical abilities increases the price for the new ability by +50%.

Almost right. The market price for an item with "multiple different abilities" should always be calculated with the most expensive power unmodified and each additional power increased by 50%, independent of the order in which powers are added to the item. This follows the same ordering as items with "multiple similar abilities."

Yora wrote:
When you create a new item, starting with the most expensive enchantment first makes the whole thing less expensive then when you start with a cheaper one.

The order the powers are added doesn't matter when calculating market price, just the discrete price of each power. Otherwise, the GM has to look at every item with multiple abilities not created by PCs and decide in which order each power was added; this also prevents items with exactly the same abilities having different market prices. Just follow the "most expensive power is unmodified, the other powers are modified" rule of thumb, even if it causes some extra calculation when adding new abilities; it causes less problems to the overall campaign/system.

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